e mail with core data and three20

Development Tales of iPhone App Masters pot

Development Tales of iPhone App Masters pot

... Life as an iPhone DevelooperMore recently I have relocated from New York City to live in Melbourne with my wife Leonie Here I have started offering my services as a freelance cocoa developer, and ... for between 2.5 and seconds However, they can die sooner if they shrink below a visible size There are two more particle systems included in SceneOne Go ahead and tweak those and see whether you ... calculate those from the texturedQuad and store them for later: mesh.vertexes = vertexes; [(BBTexturedMesh*)mesh setUvCoordinates:uvCoordinates]; mesh.vertexStride = 2; mesh.renderStyle = GL_TRIANGLES;...

Ngày tải lên: 17/03/2014, 23:20

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game and graphics programming for ios and android with opengl es 2.0

game and graphics programming for ios and android with opengl es 2.0

... CHAPTER 4: BUILDING A SCENE Handling Multiple Objects The Code Structure Loading and Drawing the Scene The Shaders Code The Different Object Types The Drawing Sequence Fixing the Scene Uber Shader ... call inside the templateAppInit function, and remove the block of code between the brackets {} Insert the following lines of code between the {} to replace the previous screen projection with an ... the color for each vertex and send it over to the fragment shader for pixel processing To this, open the vertex.glsl fi le and execute the following steps: On the fi rst line of the vertex shader,...

Ngày tải lên: 22/03/2014, 13:36

316 1K 2
Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx

Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 docx

... Objects The Code Structure Loading and Drawing the Scene The Shaders Code The Different Object Types The Drawing Sequence Fixing the Scene Uber Shader Using Your Uber Shader Render Loop Objects ... name text box, enter the project name Example: chapter2-1 Select the Create Project From Existing Source option Click the Browse button, and then select the existing Android directory inside the ... the assets are linked and exported to the Wavefront OBJ (the official 3D model exchange format used in the book) ➤ EULA: In here, you can fi nd all the End User License Agreements for the different...

Ngày tải lên: 29/03/2014, 22:20

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Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

... of vertices represents Commands are always processed in the order in which they are received, although there may be an indeterminate delay before the effects of a command are realized This means, ... is received Even if the command requires a pointer to data, those data are interpreted when the call is made, and any subsequent changes to the data have no effect on the GL (unless the same pointer ... coordinates and colors associated with them 2.6.1 Begin and End Objects Begin and End require one state variable with eleven values: one value for each of the ten possible Begin/End objects, and one...

Ngày tải lên: 03/11/2012, 11:23

333 520 2
morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

... mobile devices are small, so there is very little surface area available for transferring the heat generated in the circuits out of the device, and very few users appreciate their devices heating ... This technique is called the Euler angles after Leonhard Euler who developed the method in the eighteenth CHAPTER SECTION 2.3 AFFINE TRANSFORMATIONS 37 century People have used several axis orders, ... animate the world, we have to move either the camera or some of the points, or both, before rendering the next frame When we use points to define geometric entities such as triangles, we often call...

Ngày tải lên: 28/04/2014, 15:49

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3D Graphics with OpenGL ES and M3G- P1 pps

3D Graphics with OpenGL ES and M3G- P1 pps

... 9.2.9 Texture Objects Specifying Texture Data Texture Filtering Texture Wrap Modes Basic Texture Functions Multi-Texturing Texture Combiners Point Sprite Texturing Implementation Differences 9.3 ... 2.6 Near and Far Planes and the Depth Buffer A General View Frustum Parallel Projection 45 47 50 Viewport and 2D Coordinate Systems 51 CHAPTER LOW-LEVEL RENDERING 55 3.1 57 Rendering Primitives ... complete your request online via the Elsevier homepage (http://elsevier.com), by selecting “Support & Contact” then “Copyright and Permission” and then “Obtaining Permissions.” Library of Congress...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P2 pps

3D Graphics with OpenGL ES and M3G- P2 pps

... were heavy bricks with separate handsets; a few examples can be seen in Figure 1.1 They were designed to be lugged around rather than carried in F i g u r e 1.1: The evolution of mobile phones ... single resource covering both OpenGL ES and M3G These open APIs have been specifically developed for mobile devices, and many in the community, including myself, expect that these will be the most ... Architect at Nokia, was very active in the definition of OpenGL ES standard He also headed the team that implemented and integrated Nokia’s first OpenGL ES and EGL solution xv Acknowledgments The creation...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P3 pps

3D Graphics with OpenGL ES and M3G- P3 pps

... triangles per second, and pixel fill rates of hundreds of megapixels per second Next-generation mobile GPUs are expected to have relative performance an order of magnitude higher 1.2.5 EXECUTION ENVIRONMENTS ... make much difference to the developer, though: exactly one CPU is available for programming in either case, and dedicated hardware accelerators may be present whether or not there is a separate ... tighter: the clock speeds and memory bandwidths are lower, and different levels of acceleration are required by different types of devices For instance, many mobile GPUs only implement the rasterization...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P4 doc

3D Graphics with OpenGL ES and M3G- P4 doc

... mobile devices as well Later, OpenGL ES 1.1 included more features amenable to hardware acceleration, in line with the feature set of first-generation mobile 3D graphics chipsets The latest version, ... capabilities to the entire range of embedded devices from wristwatches to smart phones, modern games consoles, and beyond All OpenGL ES 2.x devices are expected to ship with ES 1.1 drivers Details ... performance The different OpenGL ES versions are presented as a hierarchy of Java interfaces The base GL interface is extended with new functions and tokens in GL10 and GL11, for OpenGL ES versions...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P5 pptx

3D Graphics with OpenGL ES and M3G- P5 pptx

... animate the world, we have to move either the camera or some of the points, or both, before rendering the next frame When we use points to define geometric entities such as triangles, we often call ... ||b||), and the smallest angle between them (θ) An important property related to the angle is that when the vectors are orthogonal, the cosine term and therefore the whole expression goes to zero ... square matrices, for which the number of rows equals the number of columns, can have an inverse, and only the matrices where all columns are linearly independent have inverses The inverse of...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P6 pot

3D Graphics with OpenGL ES and M3G- P6 pot

... be created This technique is called the Euler angles after Leonhard Euler who developed the method in the eighteenth CHAPTER SECTION 2.3 AFFINE TRANSFORMATIONS 37 century People have used several ... possible to move and animate the crane (x,y) moves everything, angle_1 rotates both the upper arm and the lower arm attached to it, while angle_2 only rotates the lower arm 2.4 EYE COORDINATE SYSTEM ... with radius Next we use the current origin as the rotation pivot for the upper arm We rotate the upper arm by angle_1 degrees, which in this example is +45 degrees: rotate( angle_1 ) # rotate...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D Graphics with OpenGL ES and M3G- P7 ppsx

... Instead, we define two planes, the near and far camera planes, and quantize the depths between the planes Any objects between these two planes are rendered, and any others ignored The depths of these ... of the above technique is to divide the scene into n slices, and render each of them with the near and far planes matching the start and end of the slice This distributes the depth buffer resolution ... However, we often want a window that is not square, and sometimes not even centered with respect to the viewing direction It is possible to define the projection matrix P directly from the near...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P8 doc

3D Graphics with OpenGL ES and M3G- P8 doc

... not lie on the same plane, the edges between the vertices are still well defined, but the surface between them is not In the worst case, when viewed from the side, the viewer would see both the front ... can be scattered inside the material and exit in a different location from where it entered, it can be absorbed by the matter, and the absorbed energy may be later released as fluorescence or ... in the bottom row six vertices define either two disjoint triangles, a four-triangle strip where the first three vertices define the first triangle and then every new vertex is connected with the two...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P9 pptx

3D Graphics with OpenGL ES and M3G- P9 pptx

... reflected to the direction r The larger the angle θ between the viewer direction v and the mirror reflection direction r, the less light is reflected toward the viewer Note that the angle between ... the ambient light has been reflected and scattered around the scene so many times that it permeates the whole scene without any directional preference Assuming we have ambient light Ia with red, ... The camera sees only a finite region of space—the view frustum The sides of the viewing cone are defined by the extent of the window in the image plane through which the camera views the scene, and...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P10 docx

3D Graphics with OpenGL ES and M3G- P10 docx

... to each other seamlessly Note that borders are never needed with the repeat mode, since if a neighboring texel that would be outside of the texture image is needed, it is fetched from the other ... the center of the upper edge to the center of the diagonal, and continues to the center of the lower edge of the lower triangle For the second square the interpolation is perspective-correct, and ... and the constant color together comprise the texture environment Note that these attributes are set separately for each texture unit With the REPLACE function, the texture source data replaces...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P11 potx

3D Graphics with OpenGL ES and M3G- P11 potx

... function either passes or rejects the fragment For example, with LESS the fragment is accepted if the fragment’s alpha is less than the reference value One use case for alpha test is rendering transparent ... bit stencil buffer), and one can draw into the stencil buffer using a stencil operator One can either KEEP the current value, set it to ZERO, REPLACE it with the reference value, increment (INCR) ... first to a reflective surface and then reflecting back to the observer, as some sources suggest With large values of d both the exponential (EXP) and the squared exponential (EXP2) fog behave fairly...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P12 pps

3D Graphics with OpenGL ES and M3G- P12 pps

... however, changes whenever something moves, whether they are objects in the scene or the camera viewing the scene After the resources have been obtained and the fixed parameters set up, new frames ... are rendered one after another In the beginning of a new frame, the color, depth, and other buffers are usually cleared We then render the objects one by one Before rendering each object, we set ... and in the middle image two triangles each cover about one-half of the pixel On the left the triangle orientations are independent from each other, and we get the expected coverage value of 0.5...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P13 pot

3D Graphics with OpenGL ES and M3G- P13 pot

... interpolate between the mesh keyframes, we can just lerp between any two of them if the keyframes represent poses on a timeline Better yet, we can think of our keyframes as alternative shapes, ... parameters depend on the keyframes of the adjacent segments as well, but once those parameters are known, each segment is still interpolated as a separate entity Interpolating an entire keyframe ... the values of our chosen keyframes simply a and b Those will be the desired values at the beginning and end of the segment, CHAPTER KEYFRAME ANIMATION 107 respectively Let us also define a new...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P14 pptx

3D Graphics with OpenGL ES and M3G- P14 pptx

... blending With hardware-accelerated skinning, using either vertex shaders or the OpenGL matrix palette extension (Section 10.4.3), the vertices will be transformed each time the mesh is rendered With ... partitioning scheme such as a quadtree, octree, BSP tree, or kd-tree Quadtrees, for example, are a good match with terrain rendering Some scenes might be best handled with portals or precomputed potentially ... use a quadtree, for instance You can leverage the built-in scene tree as a basis for any of the tree structures mentioned above Also, the same triangle meshes and materials can often be used regardless...

Ngày tải lên: 03/07/2014, 11:20

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3D Graphics with OpenGL ES and M3G- P15 pptx

3D Graphics with OpenGL ES and M3G- P15 pptx

... fairly generic, rendering-oriented scene graph design, we need to decide whether to make it extensible, that is, to open up the rendering traversal and expose the underlying rendering engine so that ... so, dealing with the variety in the devices out there is a formidable challenge The performance difference in raw rendering power between a software and a hardware-based renderer can be hundredfold—whether ... persistent representation is often called a scene graph Compared to immediate mode, where fine-grained rendering commands are submitted to the graphics API and immediately executed, the retained-mode...

Ngày tải lên: 03/07/2014, 11:20

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